Even though I don't think we really sucked the marrow out of Commander (Spencer, you wanted Commander... drop some ideas!), we'll move on to a tricky one: Diviner. Diviner is a magic-user specialization that specializes in lore, but not just Major Lore, People Lore, Strange Smells Lore, but lore that supports the main function of the MU.... blowing s&^t up.

Scrye Weakness (6th): Individual target. The spell gives the mage the creature's greatest weakness (as if it were a Wathit) and allows the MU to do additional damage to the target with each spell. The additional damage is equal to one increment of the spell (i.e. Branding would do 1 more, Dead-Eye 2 more, Strike 3 more, Bolt 4 more).Discern Elemental Vulnerability (6th): Area of Effect 30' radius hemisphere. The GM will tell the MU if any creatures in the area of effect have vulnerability to a particular elemental damage type and, if so, what element they are vulnerable to.Find the Vibration (9th): Individual target. The diviner determines the exact phase-frequency of a single creature and uses it to his advantage. The target is given a curse at the level of the casting MU. As long as the target is cursed, it is pushed slightly out-of-phase with the MU, and treats the MU as if he were phased out.

OK.... go.

If IFGS could just get rid of the games so it could focus on sustaining its own bureaucracy... we would finally be living the Dream.

Strange Smells Lore: 6th: The caster will gain all applicable info about any strange smells described in game copy. Including the location/direction of the source, if the source is a creature, and if the smells will cause any game effects as well as what those effects are.

Done. : |

Hobbes: "What kind of nut would *care* about all this?"Calvin: "*EVERYONE!* This is hard data! It lets you quantify your enjoyment!"

I can't quite put my finger on it, but something tells me the Diviner is not being taken terribly seriously.

Let's give the Diviner some personal protection, shall we? A bit of a Jedi touch:

Forerunner (8th): While this spell is active, the Diviner possesses a limited form of precognition, revealing a single future threat. The Diviner may use this foreknowledge to completely avoid one melee attack, including Backstab, missile attack, or area of effect spell, but not a single-target spell. This effect lasts for one game day or until used.

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